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Cover of Mapping IP fandom with the Global Gamer Study
Report22 pages

Mapping IP fandom with the Global Gamer Study

This analysis explores the intersection of intellectual property (IP) fandom and player engagement within the global gaming industry.

  • In 24 of 36 surveyed markets, gamers are more likely to play a title featuring an IP they favor, confirming that transmedia collaborations are a primary driver for acquisition and retention.
  • IP influence on player engagement varies significantly by region, peaking in South Asia (74%) and Latin America (64%) compared to more reserved engagement in Western Europe and Oceania (45%).
  • Global Favorites like Harry Potter and Disney maintain 90% recognition with high sentiment, whereas IPs like DC Comics show extreme regional variance, with 70% awareness in the U.S. versus only 21% in Japan.
NewzooJan 2025
Cover of Video Games Year in Review: Part 1, 2024
Article

Video Games Year in Review: Part 1, 2024

The first half of 2024 was defined by significant instability within the global video games industry, characterized primarily by widespread workforce reductions and corporate restructuring.

  • The video game industry experienced significant workforce contraction in the first half of 2024, with layoffs exceeding the 10,000-person threshold seen in 2023 following major cuts at companies like Activision Blizzard, Unity, Riot, Twitch, Sony, and Electronic Arts.
  • Strategic corporate restructuring and consolidation continued, highlighted by Embracer Group splitting into three separate business units and IGN acquiring the Gamer Network portfolio.
  • Regulatory environments shifted globally, with European authorities enforcing the Digital Markets Act to open app store competition and Chinese regulators withdrawing proposed spending caps that had previously impacted giants like Tencent and NetEase.
Video Games Industry MemoDec 2024
Cover of TWIG #308 Plarium Gets Raided / Take-Two Divests / EA CEO Flirts With Disney
57 min
Deconstructor of Fun57 min

TWIG #308 Plarium Gets Raided / Take-Two Divests / EA CEO Flirts With Disney

The gaming industry is currently navigating a period of significant structural realignment, characterized by a cooling of mobile valuations and a strategic retreat from non-core assets among major publishers.

  • Aristocrat divested its mobile studio Plarium to Modern Times Group for $820 million, a valuation reflecting a cooling mobile market and geopolitical risk.
  • Take-Two Interactive is offloading its ad-tech platform Chartboost and the Private Division publishing label to prioritize high-margin core intellectual property over operational complexity.
  • The gaming industry is experiencing a structural shift as traditional venture capital models struggle to reconcile with the hit-driven, creative-led nature of AAA development.
Deconstructor of FunNov 2024
Cover of Embracer Group Q2 2024 Financial Report Analysis
Article

Embracer Group Q2 2024 Financial Report Analysis

Embracer Group’s financial results for the second quarter of the 2024 fiscal year, ending September 30, 2024, reflect a period of significant structural transition characterized by asset divestment and declining revenues across its core gaming segments.

  • Embracer Group is divesting its mobile developer Easybrain to Miniclip for $1.2 billion, a deal expected to close in early 2025 that will reduce the company's net debt from SEK 13.2 billion to approximately SEK 500 million.
  • PC and Console revenue plummeted 46% year-over-year to SEK 2.1 billion, driven by an 81% decline in new game sales due to a lack of major releases compared to the previous year.
  • Total net sales for Q2 2024 reached SEK 8.5 billion, representing a 21% year-over-year decrease across the company.
Game World ObserverNov 2024
Cover of GungHo Online Entertainment Financial Results Briefing: FY2024 3Q
Financial report26 pages

GungHo Online Entertainment Financial Results Briefing: FY2024 3Q

GungHo Online Entertainment’s fiscal year 2024 third-quarter financial results highlight a strategic pivot toward global market expansion while navigating a period of declining domestic performance.

  • GungHo’s overseas net sales ratio reached 56.7% in Q3 2024, marking a strategic shift toward international markets as the company seeks to offset domestic performance declines.
  • Financial results for Q3 2024 show a contraction in both net sales and operating profit compared to both the previous quarter and the same period last year.
  • The decline in profitability is primarily attributed to reduced revenue from core domestic titles, specifically Puzzle & Dragons and the Ragnarok series, alongside higher advertising costs for Ragnarok-related projects.
GungHo Online EntertainmentNov 2024
Cover of Introducing Aldora: A Few Thoughts on Games as a Platform
Article

Introducing Aldora: A Few Thoughts on Games as a Platform

The gaming industry is undergoing a fundamental structural transformation, moving away from traditional product-based sales and service-oriented engagement toward a model defined as games-as-a-platform.

  • The gaming industry is shifting from product-based sales to a 'games-as-a-platform' model, where gameplay acts as a foundation for broader social and economic activities.
  • The market has become polarized between massive multi-billion-dollar platforms and small indie developers, creating significant financial pressure for mid-sized studios as platform holders adopt rent-seeking roles.
  • Non-endemic brands including the New York Times, LEGO, and Disney are aggressively entering interactive environments to replace declining engagement in traditional media channels.
AldoraSep 2024
Cover of Rainbow Six Siege, Marvel Rivals Receive Game Approval in China
Article

Rainbow Six Siege, Marvel Rivals Receive Game Approval in China

China’s National Press and Publication Administration has granted official game approval to Ubisoft’s Rainbow Six Siege and NetEase’s Marvel Rivals.

  • China’s National Press and Publication Administration has officially approved Ubisoft’s Rainbow Six Siege and NetEase’s Marvel Rivals for release in the Chinese market.
  • Tencent will serve as the distributor for Rainbow Six Siege on both PC and mobile platforms and is expected to lead the game's esports operations in China.
  • The approval of Rainbow Six Siege authorizes the game to be streamed on major Chinese platforms including Douyu, Huya, and Bilibili, all of which are backed by Tencent.
The Esports AdvocateAug 2024
Cover of TWiG #291 Valve Salaries, Leaked MiHoYo Strategy, and Failing Disney IPs!
68 min
Deconstructor of Fun68 min

TWiG #291 Valve Salaries, Leaked MiHoYo Strategy, and Failing Disney IPs!

The global video game industry is currently navigating a period of significant structural transition, characterized by shifting demographic preferences and the struggle to balance traditional monetization with emerging subscription models.

  • The global video game industry is projected to grow from $200 billion in 2022 to $307 billion by 2027, driven primarily by Gen Alpha and Gen Z preferences.
  • Valve’s 2021 operational data highlights extreme profitability, with a lean staff of 336 employees earning an average annual compensation of $1.32 million, though this model limits the company's ability to scale.
  • Subscription-based models like Microsoft's Game Pass have yet to achieve the mass-market adoption necessary to replace traditional hardware-centric revenue strategies.
Deconstructor of FunJul 2024
Cover of ElSpreen’s 24 Hour Cinema Stream Backed by Disney+
Article

ElSpreen’s 24 Hour Cinema Stream Backed by Disney+

The recent 24-hour cinema marathon hosted by Argentine streamer ElSpreen, sponsored by Disney+, serves as a case study for the evolving landscape of long-form live-streaming content.

  • Streamer ElSpreen’s 24-hour Disney+ cinema watch party generated 536,000 hours watched with an average concurrent viewership of approximately 22,000.
  • The event attracted 233,000 unique viewers, but only 20% engaged via chat, suggesting that passive watch-party formats result in lower audience interaction compared to traditional streams.
  • The cinema stream significantly underperformed compared to ElSpreen’s previous 24-hour 'Obelisk' stunt, which reached 2 million hours watched and a peak of 160,000 concurrent viewers.
Stream HatchetJul 2024
Cover of Star Sports Network Secures Esports World Cup Media Rights
Article

Star Sports Network Secures Esports World Cup Media Rights

Star Sports Network, a subsidiary of Disney Star, has secured the exclusive media rights to broadcast the Esports World Cup within India.

  • Star Sports Network, a subsidiary of Disney India, has secured the exclusive broadcasting rights for the Esports World Cup in India.
  • The Esports World Cup is a multi-week, multi-discipline tournament taking place in Riyadh, Saudi Arabia, running from July 3 to August 25, 2024.
  • Financial terms of the media rights agreement between Star Sports Network and the Esports World Cup Foundation were not disclosed.
The Esports AdvocateJul 2024
Article

Digital Toys at Play: Top 10 Toy and Entertainment Licensors in Gaming

This analysis explores the evolving landscape of intellectual property (IP) licensing in the gaming industry, focusing on how traditional toy and entertainment companies are transitioning into digital spaces.

  • The top 10 non-gaming licensors generated $9.9 billion in consumer spending for the twelve months ending in June 2024.
  • Third-party developers drive the vast majority of revenue, accounting for $7.9 billion of the total spending compared to $1.8 billion from in-house efforts.
  • Hasbro leads the sector, fueled by the success of Monopoly Go—projected to exceed $3 billion in lifetime revenue—and Baldur’s Gate III.
SuperJoostJun 2024
Cover of Immersion Interrupted: Straddling the Space Between the Real and the Virtual
Article

Immersion Interrupted: Straddling the Space Between the Real and the Virtual

The intersection of physical entertainment and digital interactivity presents significant challenges for traditional media giants, as evidenced by the commercial failure of Disney’s Star Wars: Galactic Starcruiser.

  • Microsoft is shifting its business model to prioritize recurring revenue over unit sales, aiming for 100 million Game Pass subscribers by 2030 by launching major titles like Call of Duty directly onto the service.
  • Disney’s Star Wars: Galactic Starcruiser failed within 18 months due to a misalignment between its $4,800–$6,000 price point and subpar interactive elements, including buggy apps and limited narrative agency.
  • To bridge the gap between traditional storytelling and interactive software, Disney has invested $1.5 billion in Epic Games, signaling a move toward strategic partnerships over internal development for complex world-building.
SuperJoostMay 2024